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Sparkle (ver 3.0)

   (3 reviews)
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About This File

Made for COOP! This baby is big ... and mean too. If you play single-player be sure and save often. Indoor/outdoor w/lots of surprises.

Features shortcuts to the action once you've gone the long way once. Keyed doors stay open once they've been triggered. I don't know about you, but that's the way I like levels when playing COOP.


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Unknown date

  
Certainly not the prettiest level, but it can offer some fun. The way it's designed, it gives the impression of connectedness but makes its large area even more extensive by using zones with different heights, so it took me a bit more than half an hour to complete it (not counting time lost to deaths.) The last stretch after the yellow door seemed like a good climax. The faggy music the designer added asked for idmus, though. [3/5] ~Chain Mail (07/2011)

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Unknown date

  
I played this one solo with my favorite weapons mod -- txc-taoo.zip. Really fun extended battle, with a lot of surprises as promised by the designer.

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Unknown date

  
This is another level from a prolific but rubbish early map designer. It starts off like a 1994 wad, with an angular mazey maze, and then there's a big outdoors arena with loads of monsters, which is fun to run about in for a minute or so, but no more fun than any other large monster-filled space. Feels much older than 1998, like something that might have been on the Master Levels CD.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
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